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Document tactical activation follow-ups (#8453)
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@@ -47,6 +47,18 @@ Source map for Shardok command requirements/costs:
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Unless noted otherwise: **10 morale**, **10 hero vigor**, and the listed **Action Point cost**.
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## Activations and follow-ups
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A unit can keep acting while it has Action Points (AP) and at least one available command. Read each command's AP line as follows:
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- **Consumes all remaining AP** or **sets the unit to 0 AP** means **ends activation**. The unit cannot act again this turn.
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- A command with only an exact AP cost spends that amount. If the unit still has AP afterward, its activation can continue with whatever commands are then available.
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- A command may also end the unit's useful activation because no legal commands remain, even if the display still shows AP.
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Movement is the most important case. Each destination shows its movement cost and may show **follow-up available** icons. Those follow-ups are actions predicted to be legal *after reaching that destination*, such as Charge, Scout, Start Fire, Repair, Reduce, or Reinforce.
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The follow-up list is a planning aid, not a complete list of everything the unit might do next. It does not include another Move, and battlefield information can change when the move resolves. A destination with no follow-up icons does not itself mean “ends activation”: compare the movement cost with the unit's remaining AP and check the commands offered after arrival.
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## Tactical Commands
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### Melee
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@@ -79,6 +91,8 @@ Unless noted otherwise: **10 morale**, **10 hero vigor**, and the listed **Actio
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<b>Action Point cost:</b> the cost to enter the target's terrain. Knights and Dragoons spend only that terrain cost and may be able to move again afterward; other units spend all remaining AP.
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<b>Activation:</b> ends activation for units that spend all remaining AP. Knights and Dragoons can continue when they retain AP and another command is available.
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<b>Available when:</b> a valid path reaches a target that can be attacked at the end of the move.
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<b>Effect:</b> Move into an attack as one action. Charge attacks have a chance to stun the target unit.
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@@ -91,6 +105,8 @@ Unless noted otherwise: **10 morale**, **10 hero vigor**, and the listed **Actio
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<b>Action Point cost:</b> the terrain cost for each hex in the path, plus 1 extra AP for steps that start in enemy zone of control.
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<b>Activation:</b> does not inherently end activation. The unit can continue if it has AP and a legal command after arriving. Follow-up icons on a destination preview eligible non-move actions there.
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<b>Available when:</b> one or more reachable destination hexes are valid for the acting unit.
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<b>Effect:</b> Move the unit along the chosen path to a reachable hex, paying terrain costs as it goes. Hidden units may reveal themselves if they move into exposed terrain or near an enemy Ranger.
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